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Re-Designing the Warhound.. ala "Mech" play in SC2 - Page 3

Forum Index > StarCraft 2 HotS
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Kaiyotic
Profile Joined October 2011
United States90 Posts
September 18 2012 20:03 GMT
#41
On September 19 2012 04:26 The WingNut wrote:
Buff tank damage upgrades so it scales better.


If you want to go about making tanks heavier damage dealers, this is probably going to be the best way to implement it without letting tanks crush the fuck out of early-mid against Z and P.
Rain: Idra's face is scary
FrigolitH
Profile Joined September 2011
134 Posts
September 18 2012 20:04 GMT
#42
Well thought out thread. I like it a lot.
Novalisk
Profile Blog Joined February 2011
Israel1818 Posts
Last Edited: 2012-09-18 20:21:24
September 18 2012 20:06 GMT
#43
On September 19 2012 04:26 The WingNut wrote:
IMO all they have to do is:

1. Make the widow mine usable
2. Change tank damage from 35 (+15 armored) to 40 (+10 armored)

...and possibly:
3. Buff tank damage upgrades so it scales better.
4. Find a way to remove the energy bar from the Thor, or give the Thor an easy way to expend energy.


That's pretty much it. Along with the battle hellion, this pretty much makes (ghost)mech viable.

I personally don't see a burning need to bring in the goliath or redesigned warhound. (JUST MY OPINION!)

Good thread BTW.


I agree with all of your points, especially with what you said about Thors.

How about this:

- Thors can activate a self defensive matrix.
- The d-matrix gives a 200 HP buffer for 20 seconds, has a 20 seconds cooldown, and costs 100 energy. (same as the d-matrix upgrade for BC's in the campaign)
- 250mm Strike Cannons energy cost reduced from 150 to 100 energy.

This will do the following:

- Solves the Thor TvP energy crisis by giving a them a useful spell they can use at all times.
- In TvT, gives Thors a siege-breaking ability at max energy (d-matrix to get in range, then strike cannons on the tanks).
- Makes the only AA Mech unit sturdier, reducing the need for Vikings.
/commercial
Crawdad
Profile Joined September 2012
614 Posts
September 18 2012 20:38 GMT
#44
What if the proposed GtA Warhound had very little in common with the Goliath? For example, what if you had to "cast" the missiles as an AoE ability, like the BC's old Missile Pods? Then, the Warhound would truly counter things like Mutas and Phoenixes, while being less effective against Void Rays, Corruptors and capital ships. Little overlap with the Viking, and a mechanic that encourages micro while differentiating the Warhound from the Goliath.
The WingNut
Profile Joined February 2012
United States35 Posts
September 18 2012 21:03 GMT
#45
On September 19 2012 05:06 Novalisk wrote:
I agree with all of your points, especially with what you said about Thors.

How about this:

- Thors can activate a self defensive matrix.
- The d-matrix gives a 200 HP buffer for 20 seconds, has a 20 seconds cooldown, and costs 100 energy. (same as the d-matrix upgrade for BC's in the campaign)
- 250mm Strike Cannons energy cost reduced from 150 to 100 energy.

This will do the following:

- Solves the Thor TvP energy crisis by giving a them a useful spell they can use at all times.
- In TvT, gives Thors a siege-breaking ability at max energy (d-matrix to get in range, then strike cannons on the tanks).
- Makes the only AA Mech unit sturdier, reducing the need for Vikings.


Either that or just remove cannons (and the energy bar) completely.

On the other hand, I like the idea of Thors being susceptible to feedback, as long the Terran player has a reasonable chance to expend energy. D-matrix could be good; it could be way OP. Blizzard would have to figure out the details.
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
September 18 2012 21:07 GMT
#46
On September 19 2012 05:06 Novalisk wrote:
Show nested quote +
On September 19 2012 04:26 The WingNut wrote:
IMO all they have to do is:

1. Make the widow mine usable
2. Change tank damage from 35 (+15 armored) to 40 (+10 armored)

...and possibly:
3. Buff tank damage upgrades so it scales better.
4. Find a way to remove the energy bar from the Thor, or give the Thor an easy way to expend energy.


That's pretty much it. Along with the battle hellion, this pretty much makes (ghost)mech viable.

I personally don't see a burning need to bring in the goliath or redesigned warhound. (JUST MY OPINION!)

Good thread BTW.


I agree with all of your points, especially with what you said about Thors.

How about this:

- Thors can activate a self defensive matrix.
- The d-matrix gives a 200 HP buffer for 20 seconds, has a 20 seconds cooldown, and costs 100 energy. (same as the d-matrix upgrade for BC's in the campaign)
- 250mm Strike Cannons energy cost reduced from 150 to 100 energy.

This will do the following:

- Solves the Thor TvP energy crisis by giving a them a useful spell they can use at all times.
- In TvT, gives Thors a siege-breaking ability at max energy (d-matrix to get in range, then strike cannons on the tanks).
- Makes the only AA Mech unit sturdier, reducing the need for Vikings.

But doesn't that only increase the reliance on the Thor? I still haven't got an answer why mech needs an overhall. Its still already there in WoL, I actually think that the additions Blizzard have made are far and away better then any of the ideas posted anywhere.
The anti air problem has been helped in a really interesting way (widow mines provide a huge help early on which was necessary, and small but critical help lategame, which just adds depth to mech) and battlehellions make holding ground with fewer units, and is very mech like, as it asks for either mobility or strength, and not both.

All of this stuff feels like overkill to me, and I haven't found a sufficient reason for why mech needs these MASSIVE changes, rather than the critical tweaks that Blizz have provided.
VERY FRAGILE, LIKE A BABY PANDA EGG
Crawdad
Profile Joined September 2012
614 Posts
September 18 2012 21:14 GMT
#47
DB just posted that the Warhound is not coming back. :-/
Quotidian
Profile Joined August 2010
Norway1937 Posts
September 18 2012 21:20 GMT
#48
pretty sure they've pretty much officially given up on mech in tvp with this post

I should also say that an improved mech in TvP was a goal many months ago. This may not be the goal in the future if we find that improved mech in TvP makes the game less diverse or is not fun for some other reason. We reserve the right to abandon this goal at any time if it proves to be destructive to the game.


They lack the vision to make it work, and thus they're not going to bother. If the battle hellion didn't fix mech in the match up (which I'm pretty sure it didn't) then nothing will
Sabu113
Profile Blog Joined August 2009
United States11047 Posts
September 18 2012 22:33 GMT
#49
On September 18 2012 20:06 Hattori_Hanzo wrote:
I posted on Blizzard's HOTS forums on something similar.

But I like your idea too, here's an alagam with mine.

Warhound's rail gun is AA only until sieged where it'll then receive a range bonus in addition to GtG attack.
The transformed warhound could look like a turret

I was inspired how well the extreme range of the Tempests synergies with phoneixes causing pure phoneixes builds to be slowly cut down by lesser phoneix numbers w/ tempests.


Anti-air tank?*

That sounds really cool.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2012-09-18 23:05:16
September 18 2012 22:47 GMT
#50
On September 19 2012 06:07 MCDayC wrote:
Show nested quote +
On September 19 2012 05:06 Novalisk wrote:
On September 19 2012 04:26 The WingNut wrote:
IMO all they have to do is:

1. Make the widow mine usable
2. Change tank damage from 35 (+15 armored) to 40 (+10 armored)

...and possibly:
3. Buff tank damage upgrades so it scales better.
4. Find a way to remove the energy bar from the Thor, or give the Thor an easy way to expend energy.


That's pretty much it. Along with the battle hellion, this pretty much makes (ghost)mech viable.

I personally don't see a burning need to bring in the goliath or redesigned warhound. (JUST MY OPINION!)

Good thread BTW.


I agree with all of your points, especially with what you said about Thors.

How about this:

- Thors can activate a self defensive matrix.
- The d-matrix gives a 200 HP buffer for 20 seconds, has a 20 seconds cooldown, and costs 100 energy. (same as the d-matrix upgrade for BC's in the campaign)
- 250mm Strike Cannons energy cost reduced from 150 to 100 energy.

This will do the following:

- Solves the Thor TvP energy crisis by giving a them a useful spell they can use at all times.
- In TvT, gives Thors a siege-breaking ability at max energy (d-matrix to get in range, then strike cannons on the tanks).
- Makes the only AA Mech unit sturdier, reducing the need for Vikings.


All of this stuff feels like overkill to me, and I haven't found a sufficient reason for why mech needs these MASSIVE changes, rather than the critical tweaks that Blizz have provided.


Because when the tank isn't the core then "mech" becomes a reskinned bio. With 4 new hard counters being introduced to a unit that was already lacking the tank definitely needs some love to keep mech alive, which is why people are discussing possible solutions in that regard.

On another note the mine is a great addition, and addresses a crucial part of the paradigm in what mech is missing (board control). Assuming Blizzard gets the numbers right (2 supply is ridiculous) then that's great.

The last issue is that mech anti-air is lacking. If you want an explanation of that you're free to read OP.

These things, and Protoss already having a wealth of tank hard counters (even without the 4 new hard counters in HotS) are the flaws with Mech in WoL compared to BW, and why it's not popular in any of the three match-ups currently.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
September 19 2012 01:21 GMT
#51
On September 19 2012 01:14 Naphal wrote:
the goliath is not needed in any way, shape or form, because, apart from the required airupgrades, the viking is a much better unit for sc2, how would a goliath even approach broodlord/infestor/viper? vipers make it so it cannot shoot, infestors fungal them and broodlings will also block their way and draw friendly fire from the tanks...
and against protoss? to hit colossi you would need them in the front row, where the battlehellions are, and you will not hit tempests at all because the entire protoss army stands between you and them, and carriers? well you will not see them since mech is not viable in tvp sc2.

The Goliath may not be needed, but a unit on ground that fulfiles that one basic role of anti air (+it can do whatever it wants on top of that) is required without having to rely on other tech trees.

[b]The second part about bloodlord/infestor/viper, well we dont know yet but one thing for sure is that it wont be just goliaths. Actually I dont know what your trying to point out because the new warhound I proposed will be different to the goliath. The similiarty is that they are a general GtA unit made from the factory. And what you say about such a combo dismantling that mech composition.. it may well be that your right but its something to be tested out. Your reasoning is very absurd because I could say in return that vikings/ghosts sinpe/emp off the vipers giving time for new warhounds (similar GtA range of the viking )to start working on the BLs, it wont just be a viking vs corrupter battle anymore and etc.

You forget that the colssus are ground units. The new warhounds DONT need to attack the colossus but they *can*. Why? because in WoL vikings were used to take them out? why was that? Think about it for a moment. The bottom line is that tanks can take care of the colsuss and appropriately they should be capable given the siege mode disadvantage (setup time), but it doesnt restrict you to just being dependent on a viking like unit to take care of the colssus.

i do not like your "new warhound" for the mentioned reasons, plus massable units should not have an AoE-ability at all because you should control your army instead, not to mention that siegetanks are the AoE.
the idea with the hellions and mines combined was nice (but nothing new)

The haywire missile ability is for "air" only and im thinking a splash raidus of 1. And how does this ability suddenly take control away from your army? To me more micro is required to effectively get the new warhounds worth. The AOE ability can also be dodged giving incentives for the opponent to split/micro out of the ability.

mech is totally broken in tvp, because tanks get countered by evey protoss unit except the sentry, the warhound in a balanced state was required so mech would not just get overrun, mines and battlehellion will not change that, but the best balancing for the warhound would have been less hp and speed in addition its initial damage nerf, but then it would not be the tankbuster blizzard wanted (and apparently does not need anymore)

Not sure you are trying to point out but everyone agrees that we dont need a GtG unit in the factory that is simply a marauder indisguise nor a "tank buster" unit because that was never the problem in the first place.

Its the concept, numbers can always be tweaked. By


Response in bold
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
September 19 2012 01:35 GMT
#52
On September 18 2012 22:35 Mataza wrote:
Show nested quote +
On September 18 2012 18:54 YyapSsap wrote:
On September 18 2012 12:26 Mataza wrote:
Humph.
Good effort, but let´s be honest:
You propose return of vulture+mine combo, or reverting one or more tank changes from BW to WoL or a goliath( with splash damage).

And that is why none of these will ever get implemented in SC2.
The Viking coming out of the Starport is in my opinion a huge part of balance that justifies other stuff being stronger than intuitive.
Other than that HotS tanks already get more damage from attack upgrades than in WoL. We´ll see if that´s enough buff.
Another good change would be to take the Haywire missiles and slap them on the Thor. Cannonspell is silly, energy is a massive weakspot against Protoss, an useful cooldown spell would be a huge improvement for the Thor(in TvP) and mech.


On the outside it looks like that but it isn't. Hellions aren't vultures nor the proposed widow mines being spider mines. They share similiar "traits" or "concepts" but will effectively produce somewhat different results than its predecessor.

If we follow your logic, the same can be said for the viper (defier), swarmhost (lurker) etc. Yet they are quite different enough to get the feeling that they are quite new.

What I point out in the OP is that there are key fundamentals within the T mech composition that are missing that should not have been touched. Not the actual units themselves but how the designs behind each mech unit made them synergised with one another as well as with the other tech tree. As long as the basic fundamental roles are fulfilled, "mech" play or rather a strategy based on positional play (by that i mean not dancing around with your deathball) will not work.

The viper has abduct a sufficiently new spell(basically from Dota, but it doesn´t count). Likewise the swarmhost is sufficiently different from the lurker as it doesn´t have splash(key aspect) and can actually lay siege to a base. The lurker was fat and had 6 range. It could stop you from exiting a base, but it could never threaten you inside.

Now your ideas are uninspired in comparison. SC2 developers look for new and exciting first and then make it work(by making it like bw). It´s the other direction.
Factory raider unit + mine laying isn´t a new idea.
You said "Make hellions become a true spiritual successor of the 'vulture'", so yes, you are trying to reintroduce BW.
Changing WoL Tank to BW specs, again, same thing.
Your Warhound idea? Remove Thor, make a unit with almost the same specs as goliath, 6 anti ground range, 9 anti air range by default. With splashdamge haywire missiles. You tell me it´s not a goliath with splash?

The widow mine for example is much more defensive than the spidermine. Because it is NOT inside a 4 movementspeed unit that can put it right under the enemy. It has to walk defenseless where it want to be planted. That´s a difference in how it is used. The rest is a numbers game by Blizz.


Im not reintroducing BW but rather some of the formula that BW used. You cannot deny just how intricate and dynamic the games that BW produced over the past 10 years of its history. That is because of how the units, the core of that RTS game was designed. They had several rules that weren't supposed to be fiddled around with (which were in SC2:WoL) untouched. I mean dont we want a better game? Why leave out most of such tried and true formula and handicap yourself into making something completely different? Why is the game even called starcraft when it could be called war of deathballs?

Hellions dont have move shoot like vultures. Vultures do single point damage and dont have the splash. Nor do they have the ability to transform to a beefier unit. The proposed mines dont do big splashes either, but rather hits both air and ground. To me thats a fairly big difference. You can put the mines near the enemy but will the enemy just stand still? Notice how there is roughly 3~4 sec delay in not only planting them, but them activating giving enough time to react?

Your line of thinking is very absurd because if I take your logic and employ them, i get the following:

Aren't banshees just wraiths with stronger AtG and no AtA?
Aren't marauders just dragoons with stim?
Aren't roaches just hydralisks with more hp and shorter range? Oh dragoons with lower hp and shorter range?
Aren't thors just bigger marauders without stim but can shoot air?

I could probably go on for awhile til i run out of units. You say SC2 developers look for new and exciting units.. yet they come up with units like the previous warhound and the colssus? Infestors are exciting with chain fungal-ing? Give me a break. Marauders are exciting??

The thing is that the cool, gimmicky and "new" stuff for the sake of being "new" should always come second to fulfiling the basics first.

YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
September 19 2012 01:39 GMT
#53
On September 18 2012 23:19 Crawdad wrote:
Show nested quote +
On September 18 2012 19:58 YyapSsap wrote:
The viking does not have to redesigned (maybe tweaked as balance in HOTS is still in the infant stages). They share one similiar role and that is anti air, with very distinctive differences (one flies and the other doesnt, one access starport tech the other gets armory, haywire missile ability etc).


Well, what would Warhounds have to counter? The things that Vikings don't already destroy. So, they would probably slaughter Mutalisks, do well against Phoenixes and Interceptors, and do okay against Vikings. Basically, they would be more accessible Thors, yes? This idea is okay, because it gives the Void Ray more of a purpose, but I don't like the idea of scrapping the Thor. It should just lose its GtA and become a powerhouse.


They are simply another option without limiting yourself to vikings (starport/sky) or marines (barracks/bio) because thors just aren't viable other than maybe TvZ. Like you said, because AtG units were already emphasised big time, it could bring in the incentive to start buffing those units back e.g. voidrays.

If thors are really that popular, or "cool" which I sort of agree, maybe thors can be returned as that "super" GtG unit for the T that you can make only one like the mothership. Something that requires fusion core?
Mataza
Profile Blog Joined August 2010
Germany5364 Posts
Last Edited: 2012-09-19 02:16:18
September 19 2012 02:13 GMT
#54
Replies in bold.
On September 19 2012 10:35 YyapSsap wrote:
Show nested quote +
On September 18 2012 22:35 Mataza wrote:
On September 18 2012 18:54 YyapSsap wrote:
On September 18 2012 12:26 Mataza wrote:
Humph.
Good effort, but let´s be honest:
You propose return of vulture+mine combo, or reverting one or more tank changes from BW to WoL or a goliath( with splash damage).

And that is why none of these will ever get implemented in SC2.
The Viking coming out of the Starport is in my opinion a huge part of balance that justifies other stuff being stronger than intuitive.
Other than that HotS tanks already get more damage from attack upgrades than in WoL. We´ll see if that´s enough buff.
Another good change would be to take the Haywire missiles and slap them on the Thor. Cannonspell is silly, energy is a massive weakspot against Protoss, an useful cooldown spell would be a huge improvement for the Thor(in TvP) and mech.


On the outside it looks like that but it isn't. Hellions aren't vultures nor the proposed widow mines being spider mines. They share similiar "traits" or "concepts" but will effectively produce somewhat different results than its predecessor.

If we follow your logic, the same can be said for the viper (defier), swarmhost (lurker) etc. Yet they are quite different enough to get the feeling that they are quite new.

What I point out in the OP is that there are key fundamentals within the T mech composition that are missing that should not have been touched. Not the actual units themselves but how the designs behind each mech unit made them synergised with one another as well as with the other tech tree. As long as the basic fundamental roles are fulfilled, "mech" play or rather a strategy based on positional play (by that i mean not dancing around with your deathball) will not work.

The viper has abduct a sufficiently new spell(basically from Dota, but it doesn´t count). Likewise the swarmhost is sufficiently different from the lurker as it doesn´t have splash(key aspect) and can actually lay siege to a base. The lurker was fat and had 6 range. It could stop you from exiting a base, but it could never threaten you inside.

Now your ideas are uninspired in comparison. SC2 developers look for new and exciting first and then make it work(by making it like bw). It´s the other direction.
Factory raider unit + mine laying isn´t a new idea.
You said "Make hellions become a true spiritual successor of the 'vulture'", so yes, you are trying to reintroduce BW.
Changing WoL Tank to BW specs, again, same thing.
Your Warhound idea? Remove Thor, make a unit with almost the same specs as goliath, 6 anti ground range, 9 anti air range by default. With splashdamge haywire missiles. You tell me it´s not a goliath with splash?

The widow mine for example is much more defensive than the spidermine. Because it is NOT inside a 4 movementspeed unit that can put it right under the enemy. It has to walk defenseless where it want to be planted. That´s a difference in how it is used. The rest is a numbers game by Blizz.

[snip]
Your line of thinking is very absurd because if I take your logic and employ them, i get the following:

Aren't banshees just wraiths with stronger AtG and no AtA?
Nope. Waiths were much better AtA than AtG and some of the faster air units. Banshees are among the slow air units, without any AtA and are basically ranged dark templar. They force a response even in low numbers.
Aren't marauders just dragoons with stim?
No. Only the attack value matches. Goons were fat, marauders are only slightly bigger than marines. Goons can shoot air, too. Many people believe Marauders with GtA attack would break the game. Did Goons break the game?
Aren't roaches just hydralisks with more hp and shorter range? Oh dragoons with lower hp and shorter range?
Are you even trying? Roach burrow and fastheal does differentiate it very much already. Even then, movespeed, range and hp define a unit. Roaches are much more like marauders than hydralisks
Aren't thors just bigger marauders without stim but can shoot air?
....
Aren´t Colossi just Thors with splash, higher movespeed more range no air attack and the ability to be attacked by anti air?
Marauders have high mobility, are more responsive, fit better in smaller space and can be produced much easier and with only a quarter of the thors hp

I could probably go on for awhile til i run out of units. You say SC2 developers look for new and exciting units.. yet they come up with units like the previous warhound and the colssus? Infestors are exciting with chain fungal-ing? Give me a break. Marauders are exciting??

The thing is that the cool, gimmicky and "new" stuff for the sake of being "new" should always come second to fulfiling the basics first.


You would never mistake a Stalker for a Dragoon, even though it is basically the same unit. Gateway, basic ranged unit, costs 125/50.
And that´s not because of Blink. It´s because the stalker is a little smaller and more nimble, and also because of the marauder.
My point is, because it worked in BW doesn´t mean it will be automatically awesome in SC2. Make it like BW is said so often that I wonder why doesn´t everyone play the SC2:BW map all day.
SC2 is a new game and it can(and should) go a new direction.
If nobody hates you, you´re doing something wrong. However someone hating you doesn´t make you right
forsooth
Profile Joined February 2011
United States3648 Posts
September 19 2012 02:18 GMT
#55
On September 19 2012 01:17 slightlyoff wrote:
Now how do you buff zerg to deal with the fact that siege tanks and battle hellions will make lings, banes, roaches, and hydras melt away?

Not to say i want them to counter siege tanks. But in sufficient numbers zerg ground armies need to be able to deal with the terran ground army. If siege tanks are too effective against roaches, the bulk of the anti-mech army early on, then how does zerg subsequently kill off the now beefier mech army whose health has been increased by the addition of health to the hellion in battle form. Zerglings are not good against mech. Thors kill lings cost effectively, battle hellions laugh at lings, and tanks do pretty well with support. Hydras have not been buffed pre-hive at all(in fact they've been nerfed because their creep movespeed was reduced to compensate for the hive upgrade) and this means they are still the shitty unit they were in WoL.

Zerg is inadequately equipped to deal with a mech army pre-hive tech if the siege tank gets a buff and this will need to be adressed.

To be clear I'm not saying your ideas are bad. I like the idea of making sc2 more about zone control. But zerg and protoss subsequently NEED to be able to kill siege tank lines. And when I mean need to be able to do it I don't mean late game I mean early game where they've received very few changes if any to deal with

Entrenched tank armies are supposed to be horribly difficult to kill, so much so that nearly any form of head on attack is futile. Zerg dealt with it before by using dark swarm, and blinding cloud will give Zerg similar ability to prevent Terran from just camping all day. Abduct will help as well. The viper will be the new defiler that allows Zerg to battle against mech. As for Protoss, there's still a lot of brute force options available, with unexplored options like using speed prisms to drop on tanks out there just waiting to be played with.

Ultimately though, the entrenched mech army is supposed to be nearly unassailable in a straight up battle but very slow and highly vulnerable while on the move. Browder and crew need to get over their tank hate and restore it to its place as the ultimate damage dealer and zone controller. It makes the game more interesting when you have to work around obstacles rather than just crashing into them. We're not playing on Steppes or Blistering Sands anymore. Maps are more than big enough to force mech to move around and expose itself to attack.
perser84
Profile Joined October 2010
Germany399 Posts
September 19 2012 10:29 GMT
#56
On September 19 2012 06:14 Crawdad wrote:
DB just posted that the Warhound is not coming back. :-/

can you at least share a link proof that ?
The WingNut
Profile Joined February 2012
United States35 Posts
September 19 2012 15:29 GMT
#57
On September 19 2012 19:29 perser84 wrote:
Show nested quote +
On September 19 2012 06:14 Crawdad wrote:
DB just posted that the Warhound is not coming back. :-/

can you at least share a link proof that ?


http://us.battle.net/sc2/en/forum/topic/6572359151#11
ahw
Profile Blog Joined April 2011
Canada1099 Posts
September 19 2012 18:47 GMT
#58
what id do to "fix" mech/terran lategame in tvp/tvz:

add a tech lab upgrade that requires siege mode and an armory that increases the single target damage of tanks by 15-20, or buff tank damage thru upgrade as has been suggested. Basically make tank lines less bustable without investment from the protoss/zerg. there's a lot of focus on mech tvp, but really, it doesn't look good for tvz. tanks are already falling out of favor in WoL, and that is before the anti-tank units like swarm hosts or vipers...

remove strike cannons from thor, add haywire missile as an upgrade. remove energy from thor. haywire missile fits thor well, and thor should be the mech-busting unit and it has the build time and tech level to fit that properly.

either of those two changes would make mech really viable in all matchups.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
September 20 2012 12:50 GMT
#59
On September 20 2012 03:47 ahw wrote:
what id do to "fix" mech/terran lategame in tvp/tvz:

add a tech lab upgrade that requires siege mode and an armory that increases the single target damage of tanks by 15-20, or buff tank damage thru upgrade as has been suggested. Basically make tank lines less bustable without investment from the protoss/zerg. there's a lot of focus on mech tvp, but really, it doesn't look good for tvz. tanks are already falling out of favor in WoL, and that is before the anti-tank units like swarm hosts or vipers...

remove strike cannons from thor, add haywire missile as an upgrade. remove energy from thor. haywire missile fits thor well, and thor should be the mech-busting unit and it has the build time and tech level to fit that properly.

either of those two changes would make mech really viable in all matchups.


Or change the strike cannon effect to be that of haywire missiles and mp cost of snipe 4-6 "snipes".
Seems like a fair trade.

Strike cannons no longer overlap siege mode tanks and Thors still maintain their role.
Cauterize the area
Seigifried
Profile Joined January 2012
United States60 Posts
September 22 2012 23:38 GMT
#60
This unit is op and shouldn't come back without massive changes to the unit which actually give it a role without being op!!!!!
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